deadeye's Forum Posts

  • Nice, it kinda reminds me of those old Xiao Xiao flash animations from back in the day.

    The movement is nice, and the wall jumping is good, but i'd like to be able to let go of the wall without having to jump if at all possible. And the teleport might need a little work, I can teleport out of the level

    Also, it seems like ninjadude's hitbox is kind of big, I can't walk underneath the lowest wall even though it looks like I should be able to.

    Nice engine overall. Is it completely custom? If so, extra nice

  • Awesome chat app! Thanks Rich

  • The bad thing is that I cant get the This Cursed Rock.cap file

    Nope, I'm not releasing the source. It's all kinds of messy.

    Anyway, here's the description of the enemy movement I gave:

    It's for a platformer with jumping enemies though, I don't know if that's what you're looking for.

  • Sure, I'd be honored. If you're linking from the Learn section though you might want to host the .caps on site, just in case willhost goes out. Which it does periodically.

    Oh, and I'll be adding to the lessons, so leave room

  • <img src="http://i46.tinypic.com/2j287z5.gif"><img src="http://i46.tinypic.com/2j287z5.gif"><img src="http://i46.tinypic.com/2j287z5.gif">

    WARNING

    <img src="http://i46.tinypic.com/2j287z5.gif"><img src="http://i46.tinypic.com/2j287z5.gif"><img src="http://i46.tinypic.com/2j287z5.gif">

    These tutorials are on hiatus. Due to changes in the way Construct handles controls, they do not work in v0.99 and above. I am currently working on a new set of tutorials written from scratch. I'm not sure when they will be released. Not too long, hopefully.

    To keep confusion to a minimum, the download links to the tutorials in this post have been removed.

    Thanks

    Updated January 12th, 2011

    <img src="http://i46.tinypic.com/2j287z5.gif"><img src="http://i46.tinypic.com/2j287z5.gif"><img src="http://i46.tinypic.com/2j287z5.gif">

    WARNING

    <img src="http://i46.tinypic.com/2j287z5.gif"><img src="http://i46.tinypic.com/2j287z5.gif"><img src="http://i46.tinypic.com/2j287z5.gif">

    Welcome to

    Platform School.

    This is a series of tutorials aimed at novice Construct users. These tutorials assume you have a basic knowledge of the Construct IDE and event system. If you're totally new to Construct I recommend you go through the Ghost Shooter tutorial before starting Platform School. You can find the Ghost Shooter tutorial here.

    Platform School is meant to be an interactive tutorial. Each lesson is a .cap file that you run with Construct, and by playing the game and reading the signs you will learn how the game itself is put together. By the end of the lessons you will have gone through how a full game is constructed from beginning to end.

    The lessons concentrate on how platform games are put together, but many of the concepts and techniques are applicable to other genres of games.

    The Lessons

    :

    • Lesson One - Layout and Events
        An overview of how the .cap file is set up in regard to the Layout and Event sheets. Covers setting up the hitbox and player sprite, the platforms, and other organization tips.
    • Lesson Two - Controls and Animation
        An overview of how animations are set up. Using keyboard input as well as environmental input to control animation.
    • Lesson Three - Scrolling, Parallax, and the HUD
        An overview of scrolling, sampling, and Tiled Background issues. Creating layers that scroll at different rates for parallax effects or static HUD elements.
    • Lesson Four - Detecting the Environment
        Using overlaps and offset overlaps to detect environmental elements. How to make a spring, a moving platform, slopes, and a simple animation trick.
    • Lesson Five - Customizing Controls
        Creating two simple custom controls to enhance the default Platform behavior... super-speed, and double-jump.
    • Lesson Six: More Customizing Controls
        Creating two more advanced custom controls for swimming and climbing ladders.
    • Lesson Seven - Basic Enemy AI
        Making a simple enemy that patrols back and forth. Subjects include Containers and spawning.
    • Lesson Eight - Intermediate Enemy AI
        Making a slightly more complex enemy that chases the player around the level.
    • Lesson Nine - Combat
        How to stomp heads. Covers some information on families and spawning objects.
    • Lesson Ten: Combat, Part 2: Player Health, Life, and Death (Coming soon!)
    • More lessons to come...

    <img src="http://i42.tinypic.com/i50i1d.png">

    Feel free to post any questions regarding the tutorial here in this thread.

  • Well, I've tried making a solution to this one, but I'm afraid I failed

    I can make a whole village of people that walk around on their own, but I can't make them interact. I know there's a way to do it with some clever family picking, but the method eludes me. Perhaps someone else can have a go?

  • There's all these people on the forum but nobody is in IRC?

    What's up?

  • If it's only working properly in the top left corner, are you zooming your display? If so you'll need to move your Plasma object down and to the right.

    Er, maybe.

    Maybe I should actually test this stuff out before offering a solution

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  • It opens mIRC for me when I click the link. I even bookmarked it.

  • This was fixed in IRC, yeah? Or is this a different one?

  • Well, it seems to be set up pretty well from here. You don't really have to use image points the way you are though, you can get the x/y position of the edges of the sprites in the expression editor.

    As for the slope problem, you could use containers for your slopes. Make two different slope objects, both exactly the same size and shape. One will be your solid that toggles on and off, and one will be your continuous detector that you can check for per-pixel overlap. Since they're contained it will pick the proper instances so you can check overlap on the one and turn solid on/off on the other.

  • Nice little concept for a game

    Perhaps larger/fewer targets are in order? And maybe stagger the rows so there are fewer falling stars that just fall straight through.

  • Well, it did start working again last night so I don't know what's up.

  • After a two month hiatus I've finally returned to working on my tutorials. Hopefully within the next couple of days I can get the first couple out.

    Fingers crossed

  • Hmm, is it down right now? I can't connect.

    That's probably a good thing, seeing as how I never get any work done when I can connect.